Classes | Namespaces | Defines | Typedefs
program.h File Reference
#include <memory.h>
#include <string>
#include <vector>
#include <map>
#include "./vertexshader.h"
#include "./geometryshader.h"
#include "./fragmentshader.h"
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Classes

struct  glw::detail::BaseOf< BoundProgram >
struct  glw::detail::BaseOf< Program >
struct  glw::detail::BaseOf< SafeProgram >
class  glw::BoundProgram
class  glw::FragmentOutputBinding
class  glw::GeometryStage
struct  glw::detail::ObjectBase< BoundProgram >
struct  glw::detail::ObjectBase< SafeProgram >
struct  glw::detail::ObjectBound< Program >
struct  glw::detail::ObjectSafe< Program >
struct  glw::detail::ParamsOf< BoundProgram >
class  glw::Program
class  glw::ProgramArguments
class  glw::ProgramBindingParams
class  glw::RasterizerSettings
class  glw::SafeProgram
class  glw::TransformFeedbackStream
class  glw::Program::UniformInfo
class  glw::VertexAttributeBinding

Namespaces

namespace  glw
namespace  glw::detail

Defines

#define _GLW_FORWARD_MATRIX_UNIFORM_(TYPE)
#define _GLW_FORWARD_SCALAR_UNIFORM_(TYPE)
#define _GLW_FORWARD_VECTOR_UNIFORM_(TYPE)
#define _GLW_IMPLEMENT_MATRIX_UNIFORM_(TYPE, FUNCION_SUFFIX)
#define _GLW_IMPLEMENT_SCALAR_UNIFORM_(TYPE, FUNCION_SUFFIX)
#define _GLW_IMPLEMENT_VECTOR_UNIFORM_(TYPE, FUNCION_SUFFIX)

Typedefs

typedef
detail::ObjectSharedPointerTraits
< BoundProgram >::Type 
glw::BoundProgramHandle
typedef
detail::ObjectSharedPointerTraits
< SafeProgram >::Type 
glw::ProgramHandle
typedef
detail::ObjectSharedPointerTraits
< Program >::Type 
glw::ProgramPtr
typedef std::vector< ShaderHandle > glw::ShaderHandleVector

Define Documentation

#define _GLW_FORWARD_MATRIX_UNIFORM_ (   TYPE)
Value:
void setUniform2x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x2(name, m, transpose, count); } \
    void setUniform2x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x3(name, m, transpose, count); } \
    void setUniform2x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform2x4(name, m, transpose, count); } \
    void setUniform3x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x2(name, m, transpose, count); } \
    void setUniform3x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x3(name, m, transpose, count); } \
    void setUniform3x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform3x4(name, m, transpose, count); } \
    void setUniform4x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x2(name, m, transpose, count); } \
    void setUniform4x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x3(name, m, transpose, count); } \
    void setUniform4x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { this->object()->setUniform4x4(name, m, transpose, count); }

Definition at line 602 of file program.h.

#define _GLW_FORWARD_SCALAR_UNIFORM_ (   TYPE)
Value:
void setUniform    (const std::string & name, TYPE x                                                       ) { this->object()->setUniform(name, x         ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y                                               ) { this->object()->setUniform(name, x, y      ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z                                       ) { this->object()->setUniform(name, x, y, z   ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w                               ) { this->object()->setUniform(name, x, y, z, w); }

Definition at line 590 of file program.h.

#define _GLW_FORWARD_VECTOR_UNIFORM_ (   TYPE)
Value:
void setUniform1   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform1(name, v, count); } \
    void setUniform2   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform2(name, v, count); } \
    void setUniform3   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform3(name, v, count); } \
    void setUniform4   (const std::string & name, const TYPE * v,                                 int count = 1) { this->object()->setUniform4(name, v, count); }

Definition at line 596 of file program.h.

#define _GLW_IMPLEMENT_MATRIX_UNIFORM_ (   TYPE,
  FUNCION_SUFFIX 
)
Value:
void setUniform2x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform2x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform2x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix2x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform3x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix3x4 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x2 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4x2 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x3 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4x3 ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); } \
    void setUniform4x4 (const std::string & name, const TYPE * m,                 bool transpose, int count = 1) { glUniformMatrix4   ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count), GLboolean(transpose), m         ); }

Definition at line 263 of file program.h.

#define _GLW_IMPLEMENT_SCALAR_UNIFORM_ (   TYPE,
  FUNCION_SUFFIX 
)
Value:
void setUniform    (const std::string & name, TYPE x                                                       ) { glUniform1         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x         ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y                                               ) { glUniform2         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y      ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z                                       ) { glUniform3         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y, z   ); } \
    void setUniform    (const std::string & name, TYPE x, TYPE y, TYPE z, TYPE w                               ) { glUniform4         ## FUNCION_SUFFIX     (this->getUniformLocation(name),                                       x, y, z, w); }

Definition at line 251 of file program.h.

#define _GLW_IMPLEMENT_VECTOR_UNIFORM_ (   TYPE,
  FUNCION_SUFFIX 
)
Value:
void setUniform1   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform1         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform2   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform2         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform3   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform3         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); } \
    void setUniform4   (const std::string & name, const TYPE * v,                                 int count = 1) { glUniform4         ## FUNCION_SUFFIX ## v (this->getUniformLocation(name), GLsizei(count),                       v         ); }

Definition at line 257 of file program.h.



shape_reconstruction
Author(s): Roberto Martín-Martín
autogenerated on Sat Jun 8 2019 18:38:54